Scripted effect
natural_primitivism_grant_fulfillment_effect
natural_primitivism_grant_fulfillment_effect = yesgame/common/scripted_effects/titus_natural_primitivism_effects.txt, line 1 (9 lines). No parameters.
natural_primitivism_grant_fulfillment_effect is a scripted effect in Crusader Kings III, written at line 1 of its file. It takes no parameters: natural_primitivism_grant_fulfillment_effect = yes. The game's script calls it in 1 place, among them natural_primitivism_apply_court_naturism_to_character_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/titus_natural_primitivism_effects.txt.
What it does
If
Then
- Spiritual fulfillment +10
• the game's own tooltip text · ◦ our reading of the script line · code the script where neither exists
“They” is whatever it runs on (the scope it is called in). The scripted triggers and effects it calls link to their own pages; $PARAMETERS$ stay as written: each call fills them in.
The script as written (9 lines of game script)
natural_primitivism_grant_fulfillment_effect = {
if = {
limit = {
is_playable_character = yes
natural_primitivism_fulfillment_trigger = yes
}
change_spiritual_fulfillment = major_spiritual_fulfillment_value
}
}As written in game/common/scripted_effects/titus_natural_primitivism_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls natural_primitivism_grant_fulfillment_effect.
Scripted effects (1)
Source: game/common/scripted_effects/titus_natural_primitivism_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.